I spent some time with v9.4.1 and the income is much better balanced now. Nice job, there. Level 5 still feels like it goes by quicker than the others, but if you already have a full shift of eight girls and all six booths, that makes sense. It could just be how I'm playing--I tend to complete all upgrades each level before moving on. I think you'd have to further increase the cost of upgrades to stretch it out, but I think I read you saying before the game isn't really intended to be hard or grindy. The balance doesn't seem too bad at this pont.
The game really has a lot of potential, it just needs more gameplay, I think. The core mechanic of girls working booths is pretty solid--if a bit hectic once you have all six booths and are having to manage finishers--but things outside of that still feel a little peripheral. A key thing that's missing for me is a sense of challenge for the player. The main challenge seems to be resources limiting what you can buy. Adding adverse events like getting robbed, police raids, having to pay bribes, girls getting sick or quitting or other things like that might help round things out. A story mode where the player has to work through other specific objectives (something similar to the broker mechanic, but integrated into a story, and perhaps gating club upgrades behind those events) could help to give more of a game feeling, too.
On the other hand, if that was never the intent, and it was always supposed to be more of a simple simulation, then I suppose just ignore me. I still think it's cool either way. It's just that right now, you kind of breeze through the levels pretty quickly. Having additional girls does add some replayability, but it doesn't remove the "sameness" of the game, mechanically speaking.
Whatever the case, good job so far, and thanks for being willing to pickup where Tobe left off. It'd be a shame for the game to just die out. That happens too often, sadly.
Thank you for a very in-depth and well thought out opinion. This is very much 'good stuff' in terms of feedback.
Adversarial mechanics are very much a 'hit or miss' thing. I know some players have asked for them, including yourself, but I know of others that don't want the game to stray too far from the builder-snowball gameplay.
I do not disagree with either side! Both sides of the argument have merit.
If I start work on an adversarial series of mechanics, I would want it to be something a bit more than just random events. Everything so far is revolving around the core gameloop of 'do booths, invest in booths, repeat' and I don't want to stray too far from that. Nicole's date minigame, for example, for veterans becomes an obstruction, not a benefit.
There also needs to be some measure of interactivity. Some RNG is fine but I want the idea of the player having agency over what could happen to be center stage.
IF I go down that route, my most likely path is to introduce it as a seperate gameplay option, similar to Scramble Mode. Anything more than that would be saying too much and doing too little. I don't want to promise it and then put no work into it, or worse, put work into it and then discover it's unworkable, unfun, or that I just can't execute.
So my answer is--this is not a bad idea, but it is challenging, and I cannot commit to it at this time. But if I do so, it's going to become a new direction of development. Before I can do that, I need to tweak the costs of everything else just right. I think I'm almost there, I just need a good pass on costs for upgrades and the like, and then it'll be in a state I can start to layer on obstacles to.
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I'm happy with the resource curve itself, but the costs for things early-mid might be a bit too high given that curve. So expect things to get a bit cheaper in terms of money in the next patch.